Depth of field activates the dof shader, this is my take on this particular effect and its purpouse is not so much to add a layer of realism to the game as to prevent the game from losing it because of far away LOD (Level Of Detail), it’s a really fast depth based effect. The slider besides the check button controls how close to the camera eye the effect will start progresively bluring the image.
Ambient occlusion enables/disables SRBAO global illumination shader, the slider controls the strength of the effect. SRBAO is a hand crafted solution built by myself, a fast view-space normal-vector depth-based occlusion shader that took a whole lot of work and learning to get it right. The actual solution can be shown by activating the option button besides it, and the solution can also be inverted.
Show normals will present the view-space normals of the current 3d scene, red is x, green is y and blue is negative z, activating the visible range check button will compress 3d normal vectors to always positive rgb values. Those normal vectors are the ones used by the ambient occlusion pixel shader.